/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_SpawnActor.h
Long term we can also use this task as a sync point. If the executing client could wait execution until the server creates and replicates the actor down to it. We could potentially also use this to do predictive actor spawning / reconciliation.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAbilityTask_SpawnActor : public [UAbilityTask](API\Plugins\GameplayAbilities\Abilities\Tasks\UAbilityTask)
FGameplayAbilit...
CachedTargetDataHandle
FSpawnActorDele...
DidNotSpawn
Called when we can't spawn: on clients or potentially on server if they fail to spawn (rare)
FSpawnActorDele...
Success